#version 450 #extension GL_EXT_scalar_block_layout : require layout(std430, binding = 0) uniform UBO { float a[1]; vec2 b[2]; }; layout(std430, binding = 1) uniform UBOEnhancedLayout { float c[1]; vec2 d[2]; layout(offset = 10000) float e; }; layout(location = 0) flat in int vIndex; layout(location = 0) out float FragColor; void main() { FragColor = a[vIndex] + c[vIndex] + e; }